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Maybe useful for non-photorealistic rendering.
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* Add textures to simple rendering
* Add lighting to simple rendering
* Multistream and instancing rendering
* Using the geometry shader (per-face normals)
* Using compute shaders
* Usi…
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Currently, a very naiive implementation of fake outlines is used for the cuboids in the WebGL scene, only based on individual faces' UV coordinates. This leads to visible artefacts in the rendering, i…
bakoe updated
2 years ago
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uiluW updated
4 months ago
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Where mipmaps aren't simple scaling; it would be good to provide them as separate .pngs rather than have them autogenerated.
e.g. for non-photorealistic rendering where they are to maintain a strok…
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### Description
MaterialX finally brings back non-photorealistic rendering with a new `nprlib`; right now it contains a single node, `viewdirection` with the same possible spaces as position/normal/t…
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Instead of having a fully opaque brush stroke, would you consider a semi-transparent one, basically obtained by grayscaling a real brush stroke. Similar to what's being done here:
http://3dstereoph…
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A non-photorealistic render effect with:
* Sharp shading
* Outlining
* Rim lighting
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Document with the purpose of comparing Three.js `ShaderNode` with `MaterialX`.
https://materialx.org/assets/MaterialX.v1.38.Spec.pdf
## Geometric
### Position
| Supported | MaterialX | Shade…
sunag updated
1 month ago
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### Describe the bug
It seems like tone mapping is always applied, even if it's commented out in `ColorGrading.shader` -- and the debug views also seem to receive tone mapping.
### To Reproduce…